Hi,
I am creating a custom material based on PBR, but I would like to know the best way to pass the shader the current instance/thin instance index it is working on, because I need to pass an array as uniform to the vertex shader and read the proper index.
Should I replicate what you do for vertex, normals and colors or is there a simpler way (the former implies lots of modification in the source code, and that’s what I would like to avoid as much as I can)?
Thanks!